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Baneblade Test Thread

 Post subject: Re: Baneblade Test Thread
PostPosted: Tue Nov 28, 2017 2:18 pm 
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Is this in addition or in replacement of the new 2x shots?

I should add that from a fluff perspective, the extra damage sounds better than say explodes. After all, the thing isn't using a giant plasma container or a barely stable reactor like some of the variants so it makes sense to me to try it out

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 Post subject: Re: Baneblade Test Thread
PostPosted: Tue Nov 28, 2017 3:23 pm 
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I tried them a few weeks ago as a Company. Unfortunately as it happened I came up against EpicUK Ulani with 2 units of Tank Destroyers whose Sniper, Lance AT2+ guns dropped their save to one 5+ and made real mincemeat of them in one go. One damaged non-Commissar BB never rallied after turn 2. So not much to report really except Tank Destroyers are horrific


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 Post subject: Re: Baneblade Test Thread
PostPosted: Tue Nov 28, 2017 4:05 pm 
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flyingthruwater wrote:
One damaged non-Commissar BB never rallied after turn 2. So not much to report really except Tank Destroyers are horrific


;D ;D ;D

I adore the Ulani tank destroyers

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 Post subject: Re: Baneblade Test Thread
PostPosted: Tue Nov 28, 2017 4:36 pm 
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I’ve managed 3 games with the 2-shot variety BB Co.

First game they did almost nothing - just a silly lot of dice and it was game over in turn one. Not worth writing up.

3rd was pretty good - nice solid pivot for my army to wheel around. Have a report i just need to write up.

2nd really highlights the crit issue. Turn one, the first BB critted crossing a river and sank. The 2nd critted from first plinking shot by some doubling predators and the final one spent the rest of the game cowering on my blitz.

I would certainly welcome some kind of change to the crit!

Will try to write up report , but life is crazy atm.


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 Post subject: Re: Baneblade Test Thread
PostPosted: Wed Nov 29, 2017 8:46 am 
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jimmyzimms wrote:
Is this in addition or in replacement of the new 2x shots?

I should add that from a fluff perspective, the extra damage sounds better than say explodes. After all, the thing isn't using a giant plasma container or a barely stable reactor like some of the variants so it makes sense to me to try it out


The crit tweak would be in addition to the 2x shots. I have played a game at my club where we tested no crit at all, it worked okay but I worried it made them a little bland to play against.


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 Post subject: Re: Baneblade Test Thread
PostPosted: Wed Nov 29, 2017 12:04 pm 
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Igot 2 BB companies for my birthday so I'm wracking my brain to try and get them to work but every game I've tried them so far they've been decidedly lacklustre (apart from one gane where they obliterated a fully shielded Warhound Pack but that was an unsuppressed Sustain Fire so I doubt that scenario will happen again).

I've got one company painted but I can't bring myself to paint the other one yet. Not til they don't feel like such a waste of points


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 Post subject: Re: Baneblade Test Thread
PostPosted: Wed Nov 29, 2017 9:03 pm 
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I like the idea of the new crit on top of the boosted main weapon. It's a small but ocasionally useful boost.

It seems reasonable that the large generators in the Shadowsword, Stormblade, et al would be more explosive when damaged compared to the more conventional Baneblade.


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 Post subject: Re: Baneblade Test Thread
PostPosted: Wed Nov 29, 2017 11:55 pm 
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So the suggested new crit would be one additional point of damage?

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 Post subject: Re: Baneblade Test Thread
PostPosted: Fri Dec 01, 2017 11:01 pm 
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flyingthruwater wrote:
I tried them a few weeks ago as a Company. Unfortunately as it happened I came up against EpicUK Ulani with 2 units of Tank Destroyers whose Sniper, Lance AT2+ guns dropped their save to one 5+ and made real mincemeat of them in one go. One damaged non-Commissar BB never rallied after turn 2. So not much to report really except Tank Destroyers are horrific


Since when Ulani tank Destroyers have Lance??

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 Post subject: Re: Baneblade Test Thread
PostPosted: Fri Dec 01, 2017 11:04 pm 
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they don't

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 Post subject: Re: Baneblade Test Thread
PostPosted: Sat Dec 02, 2017 12:06 am 
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Someone's been getting a bit carried away there - EpicUK Destroyers have AT2+ sniper but no lance.


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 Post subject: Re: Baneblade Test Thread
PostPosted: Thu Dec 07, 2017 11:53 am 
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Saukopfblende wrote:
So the suggested new crit would be one additional point of damage?


Yes.

And this would be in addition to the extra shot on the main cannon.


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 Post subject: Re: Baneblade Test Thread
PostPosted: Thu Dec 07, 2017 3:54 pm 
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Some Great work there ! Love the charts ! But I think some may be over thinking the whole thing. I've had no problem using BBs or SHs, etc. Save for they don't last long as with most heavy weapons, they draw a lot of fire. But that is the "Nature of the Beast", IMO :gah ... But as always DWWFU ... not me ... ^-^ :whistle

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 Post subject: Re: Baneblade Test Thread
PostPosted: Thu Dec 07, 2017 8:02 pm 
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Thanks for pointing out about the Tank Destroyers guys, I don't know how many times I've missed that when going through the codex.

Thinking about it combining Sniper and Lance made them better than Macro against Reinforced Armour. Certainly made 'em live up to their names! :)


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 Post subject: Re: Baneblade Test Thread
PostPosted: Thu Dec 07, 2017 9:34 pm 
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Thanks, Rug!

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